Temporary Features

Temporary Features

Requests for features in the spring code.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Temporary Features

Post by PicassoCT »

Well Spring uses 200&more Units per Team in EndGames - but at the beginning there is a phase were only a dozen hang around. So there is Performance left unused... how to waste it in graphical stunners, that later are not allowed to remain on Screen..
that´s why Temporary Feature - imagine a kind of really Performancestealing Bastard of a Feature, that gets autodestroyed (somebody summon a Reason) after the Performance is needed for the Battle.. that way even citymaps would be possible, simply because the city disappears in great parts once things get hot..

Just imagine those Buildings out of NGE that sank into the Ground for Shelter, or melting Icecrystalls or burning down & Exploding Raffinerys/Powerplants. Or a Sort of Containerstock that is carried of the Map (to Space), to save Polys...
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Temporary Features

Post by Argh »

Already being done.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Temporary Features

Post by Sheekel »

I'm working on stuff like this for use in World Builder, hope to have some demos out within a few weeks. Not sure if Argh is working on any features for it too...
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Vadi
Posts: 446
Joined: 03 Jan 2008, 14:51

Re: Temporary Features

Post by Vadi »

This would be very cool when done :)
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Temporary Features

Post by PicassoCT »

How will your Worldbuilder-Features decide it is time for Suicide for the greater Cause of Performance? FPS?
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Vadi
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Joined: 03 Jan 2008, 14:51

Re: Temporary Features

Post by Vadi »

Maybe by CPU % thing they have - if the cpu is dangerously close to, or above, the 100% mark, drop some nifty features.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Temporary Features

Post by PicassoCT »

CPU speed of the slowest player ?

Next difficulty is to make it - ahem logical disappearing.. well that City had to be blown up, or retriede under the ground..

Every TempFeature needs a fitting catastrophe/planned evac ...
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Vadi
Posts: 446
Joined: 03 Jan 2008, 14:51

Re: Temporary Features

Post by Vadi »

Nvm me, I thought you meant the rendering detail would get lower on-demand.
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